Undead Ethnicity in Tempest Deeps | World Anvil
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Undead

Even death could not stop the progression of my purpose. -Zinny tun Lyre, Undead Artificer.  

Diverse Xenophobia

Undead are largely considered by all common races as xenophobic, despite having a diverse and unique culture of their own. This perspective comes from the decentralized nature of undead society. Humans tend to have lordships, orcs tend to have chieftains, but undead tend to have a role for every individual. This has led to the misconception that undead are xenophobic of outside cultures by all common races. The undead perspective is that the decentralized communities that they have built function best when not influenced by outsiders. Undead culture was formed by a variety of spiritual, governing and philosophical underpinnings of all common races. Matters concerning divinity are handled by Harbingers, the unique undead class that fill the role of clerics, druids and paladins; while adhering to the will of the Allpäth. Likewise, this open-minded approach to an inclusive hegemony extends to all aspects of undead society.   Despite being viewed as xenophobic by other races, undead communities are quite diverse. This comes from their focus on the cultural similarities, rather than differences. This is most commonly seen in undead traditions around naming. Rarely does an undead individual take a new name. If an undead does take a new name, this is taken quite seriously, and requires the blessing of a Harbinger. Typically, undead retain the names they were given in life. Undead also have a stronger understanding of the planes beyond the physical realm, thus their spiritual beliefs are much more robust than other races. This has led to the development of the Harbinger class that adheres to the will of the Allpäth.   Undead typically inhabit abandoned villages, towns or cities. Frequently, adventurers have reported accidently uncovering undead settlements. Sometimes they believe that the undead simply mindless zombies under the control of a lich, however, more observant adventurers recognize that the undead are a thriving race separate from the rest of the races. Undead settlements typically have a barter economy, and generally only the more adventurous undead use gold to purchase items when exploring the world outside of their settlement.  

Undead Features

Undead characters maintain the speed at which their living counter-part can walk, burrow, climb, fly or swim. Additionally, undead characters maintain most of the traits of their living counter-parts, with the exception of languages. Undead characters do not regenerate, this means that if a character has a race specific ability and it is somehow lost, the character loses that ability permanently. Additionally, HP is not regained with either long or short rests, but can be regained through either the Undead ability of Feed, Harbinger healing spells or health potions.  

Playable Classes

Undead can play as Artificer, Harbinger, Fighter, Ranger, Rogue and Warlock.   Note: Any living, playable race can become undead. This can be used as a narrative device to allow players to cheat death or simply be a an optional race.

Undead Traits

While similar to their living counter-parts, your undead character has differences in their traits.   Feed Once dead, can feed on target creature to regain 1D8 HP.   Unnatural Vision Life after death has some strange benefits. You have the ability to see, even without eyes. Additionally, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Undead Resilience You have immunity against poison and disease, as well as, poison and disease damage.   Languages You can speak, read, and write Common, but can only understand any other languages known.   Slam Reaction: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning, slashing, or piercing damage.   Undead Fortitude If damage reduces the undead human to 0 Hit Points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is radiant or from a critical hit. On a success, the undead human drops to 1 hit point instead.

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